Esempio n. 1
0
    private Node GetValidNodeNeighbour(int neighboutNodeXPosition, int neighbourNodeYPosition)
    {
        // If neighbour node position is beyond grid then return null
        if (neighboutNodeXPosition >= gridWidth || neighboutNodeXPosition < 0 || neighbourNodeYPosition >= gridHeight || neighbourNodeYPosition < 0)
        {
            return(null);
        }

        // if neighbour is an obstacle or neighbour is in the closed list then skip
        Node neighbourNode = gridNodes.GetGridNode(neighboutNodeXPosition, neighbourNodeYPosition);

        if (neighbourNode.isObstacle || closedNodeList.Contains(neighbourNode))
        {
            return(null);
        }
        else
        {
            return(neighbourNode);
        }
    }
Esempio n. 2
0
    /// <summary>
    /// This method returns the neighborNode from currentNode at the given neighbor node x/y position. If that node location is invalid (out of the grid, is an obstacle,
    /// or is already in the closed node list), this returns null so we won't have to check it
    /// </summary>
    /// <param name="neighborNodeXPosition"></param>
    /// <param name="neighborNodeYPosition"></param>
    /// <returns> Returns the neighbor Node at the specified position if it's valid, else returns null </returns>
    private Node GetValidNeighborNode(int neighborNodeXPosition, int neighborNodeYPosition)
    {
        // If the neighbor node's position is beyond the grid, then return null - they aren't valid!
        if (neighborNodeXPosition >= gridWidth || neighborNodeXPosition < 0 || neighborNodeYPosition >= gridHeight || neighborNodeYPosition < 0)
        {
            return(null);
        }

        // Get the neighbor node from the GridNodes Node array at the neighbor grid position
        Node neighborNode = gridNodes.GetGridNode(neighborNodeXPosition, neighborNodeYPosition);

        // If the neighbor node is an obstacle, or if the neighbor node is in the closed list already, then skip it! It's not a valid neighbor node
        if (neighborNode.isObstacle || closedNodeList.Contains(neighborNode))
        {
            return(null);
        }
        // Finally, if it's valid return the valid neighbor node!
        else
        {
            return(neighborNode);
        }
    }